question(s)
- personal -- what makes life (more) beautiful?
- professional -- how can your discipline/expertise help/assist/ contribute in making (digital) life more beautiful?
- general -- what is the (greatest) risk of creative technology?

section(s)
- question(s) -- what is creative?
- challenge(s) -- engineering / CS
- approach/solution(s) -- response(s)
- model(s) -- analyze
- perspective(s) -- discuss
- issue(s) -- deal with/mention
- dialectic(s) -- literacy / creativity

twinkle(s) / difference(s)
being human is not simply a label.
... it is about a set of aspirations.
Recognizing those aspirations and striving to realise
them can make the world we live in one to celebrate
rather than fear.

engineer(s) -- creative explorations of art, science & technology
Who can be interested any longer in that age-old idle talk about good and evil when it has been established that good and evil are not 'constants' at all, but 'functional values', so that the goodness of works depends on the historical circumstances, and the goodness of human beings on the psycho-technical skill with which their qualities are exploited? The world is simply ridiculous if one looks at it from the technical point of view. It is unpractical in all that concerns the relations between human beings, and in the highest degree uneconomical and inexact in its methods.

twinkle(s) / difference(s)
As I leant against the wall the University indeed
seemed a sanctuary in which are preserved rare types which
would soon be obsolete if left to fight for existence
on the pavement of the Strand.
Virginia Woolf: A Room of One's Own (1928, p. 9)

identity / creativity
- first, it is ridiculed.
- second, it is violently opposed.
- third, it is accepted as being self-evident.
Arthur Schopenhauer

ICT challenge(s) [3/5]
concept(s)
model(s)
problem(s)

ICT challenge(s) [5/5]
computer science(s)

creative technology -- target(s)
- program to enhance students' participation and creativity

card(s) -- reflect
- main benefit(s)
- main risk(s)
Think before you ask!
Write clearly and do not forget your name!

approach -- with subtext(s)
- (cheap) philosophy -- leads to ignorance and self-satisfaction
- colloquial wisdom -- is an internet commodity
- common sense -- only results in confusion

random thought(s) -- why always square screens?
rhethorics
of personal challenge
material
everything else computation
is -->
subsidiary interaction

item(s)/hazard(s) -- with subtext(s)
- requirements -- kill creativity
- user studies -- lead to conservatism
- clear goals -- limit exploration

the creative process -- involvement & reflection
peripheral
--> unfocussed
--> subliminal
attention/awareness model(s)

model(s) of dissemination -- dialectic(s) of awareness
pathology
- creativity is contagious
- viral games
- the (digital) seduction of a civilisation

on the emergence of creative technology
this is where the subtext ends, and the exploration begins,
with as the ultimate challenge, to realize a new discipline:
creative technology

perspective(s) -- innovation as an expression of ignorance
- frankfurt airport -- multimedia walkway
- shanghai river tunnel -- visual experience
- shanghai shopping center -- full globe video projection
- etcetera -- visual quilt, PANORAMA, ...

mechanism(s) -- educational element(s)
- (art) inspiration(s) -- item(s) of beauty
- (periodic) de-construction(s) -- discover (un)truth(s)
- (technical) exploration(s) -- trial(s) without error(s)
- (creative) workshop(s) -- to boost the imagination(s)

control(s) -- layered mentorship
- supervision(s) -- from multiple perspectives
- (peer) reviews -- with mild competitive edge
- (public) exhibition(s) -- for external exposure

slogan(s) -- do you want to make a difference
de Waag
- technology to innovate social processes
- social processes to innovate technology
open source

- web2.0 (4): everything is becoming digital and virtual
- VU @ SL (7): even in 3D and Second Life
- climate @ VU (9): but there are serious problems
- computer (8): computer science is magic
- science (6): but it is not a science
- games (3): imagine no books but games
- (*) do you want to make a difference
- what, why, how (5): people keep asking me questions

- a networked world -- you make it work [engineering, management] -- not network maintenance!
- everything is connected -- you make the connections [mediator, management]
- everything is intertwinkled (Ted Nelson) -- you make it twinkle [the creative track]

question(s) / format(s)
CS -- computer science
NM -- new media
ST -- smart technology
MA -- mathematics
DE -- design
CA -- creative applications

slogan(s) -- challenge(s) / interactive entertainment
identity / creativity
- immersion -- being in
- rapture -- loss of aesthetic distance
- agency -- being in control

innovation(s) / collaboration(s)
- taking (media) artists as a role model for creative engineers, following the recommendation of IIP/CREATE
- combining disciplinary courses with creative applications, to ensure a solid technical level
- looking for inspiration in the art(s), as the ultimate source of human value(s)
course(s) / twente(s) / science(s)

Theoretician, artist, do you intend to embellish the existing
conditions with the ornament of your abstractions
and to give theory or art an appearance of depth at variance
with the truth, or do you intend to make (y)our thinking an instrument
for the reshaping of these conditions?
I. Svitak -- Man and his world
/ cycle(s)

culturalization -- in the context of information technology
... culturalization within the broader context of information technology (IT) can also be read as a moment of anticipation, a tactical sidetrack in response to the long-term decline of the engineering class in the West. The hegemonic role of computer scientists as inventors can easily been understood, but wasn't going to last forever. Different fields of knowledge, from human computer interaction to usability and new media studies, have ll in their own ways proclaimed the coming of the cultural turn.

creative technology -- ethic(s)
ethically informed
morally inclined

in our digital age the message determines the selection of the medium

...
|
game play, model-based simulation, exploration |

- game cycle -- turns in subsequent rounds
- simulation(s) -- world (climate) model
- exploration -- by means of interactive video
game elements / XIMPEL

structure(s) -- creative explorations of art, science & technology
- disciplinary courses -- traditional approach, with regular courses and assignments
- project-based work -- lectures to support active exploration of topics by students
- creative applications -- challenges, to produce viable solutions for real world applications
